Chino
30.07.2004, 13:08
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<div style="font-size: 18px;"><strong>Q&A bei Ign.com und Executioner Screenshot</strong></div>
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<a href="http://pc.ign.com/articles/534/534454p1.html" target="_blank">Ign.com</a> hatte die Möglichkeit ein <b>Interview</b> mit Jeff Strain (Producer, Co-Founder) zu führen, welches sich allerdings nicht um Gameplay-Elemente sondern ausschliesslich um die verwendete Technik dreht.<br />
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<i>"One technology Guild Wars uses to reduce lag is its predictive motion model. Rather than the server sending a packet several times per second with absolute positions for every unit, it sends a unit vector (direction and speed) describing its motion. The client and server both model the game in this fashion and the server only needs to communicate with the client when it knows that something in the client world is incorrect. At this point, the server just sends correction information to correct the client model. This greatly reduces perceived latency and bandwidth requirements."</i><br />
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Ausserdem hat Arena.net einen neuen <b>Screenshot</b> veröffentlicht. Zusehen gibt es ein neues Monster namens <i>"The Executioner"</i>.<br />
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<center><a href="http://www.guildwars.com/gallery/gwscreenshots/gw049.html" target="_blank"><img src="http://www.guildwars.com/images/JPG/gwscreens/gwscreen049-thumbOFF.jpg" border="0"></a></center> </span></div>
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<img src='/news/images/symbols/notiz.gif' border='0' alt='Notiz' title='Notiz' width='51' height='66' />
<div style="position: absolute; bottom: 0px; left: 56px">
<div style="font-size: 18px;"><strong>Q&A bei Ign.com und Executioner Screenshot</strong></div>
<div style="height: 10px"><img src="/images/layout/strip.gif" width="614" height="6" /></div>
</div>
</div>
<table width="100%" border="0" cellspacing="0" cellpadding="1">
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<td class="boxmainborder"><table width="100%" border="0" cellspacing="0" cellpadding="0">
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<td class="boxmainbackground"><table width="100%" border="0" cellspacing="0" cellpadding="0">
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<td><img src="/news/images/strips/dummy.gif" alt="Wartower.de" title="Wartower.de" width=0" height="0" style="margin-bottom: 5px"/></td>
</tr>
<tr>
<td>
<div align="justify"><span class="news_text">
<a href="http://pc.ign.com/articles/534/534454p1.html" target="_blank">Ign.com</a> hatte die Möglichkeit ein <b>Interview</b> mit Jeff Strain (Producer, Co-Founder) zu führen, welches sich allerdings nicht um Gameplay-Elemente sondern ausschliesslich um die verwendete Technik dreht.<br />
<br />
<i>"One technology Guild Wars uses to reduce lag is its predictive motion model. Rather than the server sending a packet several times per second with absolute positions for every unit, it sends a unit vector (direction and speed) describing its motion. The client and server both model the game in this fashion and the server only needs to communicate with the client when it knows that something in the client world is incorrect. At this point, the server just sends correction information to correct the client model. This greatly reduces perceived latency and bandwidth requirements."</i><br />
<br />
Ausserdem hat Arena.net einen neuen <b>Screenshot</b> veröffentlicht. Zusehen gibt es ein neues Monster namens <i>"The Executioner"</i>.<br />
<br />
<center><a href="http://www.guildwars.com/gallery/gwscreenshots/gw049.html" target="_blank"><img src="http://www.guildwars.com/images/JPG/gwscreens/gwscreen049-thumbOFF.jpg" border="0"></a></center> </span></div>
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